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by eek2121
1068 days ago
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I partially blame modern game APIs such as DirectX12/Vulkan. Note that I am not saying these APIs are bad, just that the “programmable” part has no default, leaving it up to the developer to figure things out. There was a time when you didn’t need to know what a shader was to build a game engine/game. The fixed function pipeline was super simple. Limited, but simple. Vulkan and DirectX 12 made things even more complicated because they wanted to have better multithreaded support. Engines try to bridge the gap between the APIs and games, but they end up creating an entire set of new things (like “scenes” and “nodes”) or entire new languages (like gdscript) that you have to learn. (yes I am aware that Godot supports multiple languages) These days I probably use monogame the most. It seems to provide just enough to make things “easy” for me without introducing a ton of new stuff as a learning curve. Outside of that, OpenGL still exists, and you can probably find some basic shaders should have have no desire to learn all about pixel/vertex/whatever shaders. …or maybe I am just old and cranky and miss the good ole days. |
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Vulkan or DirectX are made for current high-performance applications. Not stuff you put together on a sunday afternoon. They reflect the capabilities of today's hardware and therefore are complicated.
Engines like Godot expose some new concepts, but those are really not very complicated. You'll probably invent them on your own before finishing your first game. And then discover Godot developers did a better job after years of iterating.